Avatar - based behavior changing system and method

ABSTRACT

A behavioral change observation system for inducing a behavioral change of a subject generated via virtual reality interactions with avatars comprises an image capturing/streaming device configured to capture a reaction of the subject as the subject is responding to each interactive session and an avatar reaction computing device. The image capturing/streaming device streams to the subject a plurality of interactive sessions each including an avatar and an environment in which each avatar is presented. The avatar reaction computing device captures reaction data from the subject as the subject observes each interactive session, and incorporates the reaction data into a psychological assessment of the subject.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority to U.S. Provisional Application No.63/172,814, which was filed Apr. 9, 2021, the contents of which arehereby incorporated by reference herein in their entirety.

STATEMENT ON FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

This invention was made with government support under TR001108 awardedby National Institutes of Health. The Government has certain rights inthe invention.

FIELD OF THE DISCLOSURE

The present disclosure relates to behavior changing system and methods,and more particularly, to systems and methods for streaming avatars invirtual realities, where the avatars are based on a subject that isexperiencing the virtual realities to observe and change the behavior ofthe subject.

BACKGROUND

An avatar is a virtual representation of a person or other living being.Avatars have been used to represent people in several applications suchas video games. More recently, avatars have been streamed to users invirtual reality experiences. For example, a user's own avatar may bestreamed to that user in virtual reality. Avatars can represent a user'sappearance in a virtual world, which may influence the user's behaviorin the real world.

Studies have shown that addiction disorders are characterized bydiscounting future costs and benefits. Greater valuation of future costsand benefits predicts lower substance use and abuse and better treatmentoutcomes.

As described herein, greater valuation of future costs and benefits maybe achieved through interaction with avatars in virtual realities via aspecific arrangement of process steps. Therefore, what is needed is asystem and method for introducing subjects to avatars in virtualrealities in which the avatars present aspects of a subject'salternative futures, both verbally and visually by presentation of theavatars' physical appearance.

SUMMARY

In an illustrative embodiment, a behavioral change observation systemfor inducing a behavioral change of a subject generated via a pluralityof virtual reality interactions with a plurality of avatars comprises animage capturing/streaming device. The image capturing/streaming deviceis configured to capture a reaction of the subject as the subject isresponding to each interactive session that is streamed to the subject.The system further includes one or more processors in communication withthe image capturing/streaming device and a memory in communication withthe one or more processors and storing program code that, when executedby at least one of the one or more processors, causes the system to:stream to the subject utilizing the image capturing/streaming device aplurality of interactive sessions with each interactive session that isstreamed including an interaction with an avatar from a plurality ofinteractions with avatars and an environment in which each avatar ispresented in from a plurality of environments in which each avatar ispresented in, wherein at least one of: (i) a physical appearance of eachavatar and (ii) the environment that each avatar is presented incorresponds to an outcome of the subject based on decisions executed bythe subject between a present time and a future time.

In some embodiments, the one or more processors is further configured tocause the system to: capture reaction data from the subject as thesubject observes each interactive session streamed to the subject,wherein the reaction data is generated from the subject reacting to eachavatar interaction streamed to the subject.

In some embodiments, the one or more processors is further configured tocause the system to: incorporate the reaction data into a psychologicalassessment of the subject based on how the subject reacted to eachavatar interaction streamed to the subject in each interactive session.

In some embodiments, each environment in which each avatar is presentedin includes differences in at least one of: (i) material items desiredby the subject and (ii) general indicators of affluence.

In another illustrative embodiment, a method for inducing a behavioralchange of a subject generated via a plurality of virtual realityinteractions with a plurality of avatars comprises streaming to thesubject utilizing an image capturing/streaming device a plurality ofinteractive sessions with each interactive session that is streamedincluding an interaction with an avatar from a plurality of interactionswith avatars and an environment in which each avatar is presented from aplurality of environments in which each avatar is presented in.

In some embodiments, at least one of: (i) a physical appearance of eachavatar and (ii) the environment in which each avatar is presented incorresponds to different outcomes of the subject based on decisionsexecuted by the subject between a present time and a future time,wherein the environment in which each avatar is presented is based atleast one of material items desired by the subject and generalindicators of affluence.

In some embodiments, streaming images to a subject utilizing an imagecapturing/streaming device further includes capturing reaction data fromthe subject as the subject observes each interactive session streamed tothe subject.

In some embodiments, the reaction data is generated from the subjectreacting to each avatar interaction streamed to the subject includingeach avatar and each corresponding physical appearance of each avatar.

In some embodiments, streaming images to a subject utilizing an imagecapturing/streaming device further includes incorporating the reactiondata into a psychological assessment of the subject based on how thesubject reacted to each avatar interaction streamed to the subject ineach interactive session.

BRIEF DESCRIPTION OF THE DRAWINGS

The above-mentioned aspects of the present disclosure and the manner ofobtaining them will become more apparent and the disclosure itself willbe better understood by reference to the following description of theembodiments of the disclosure, taken in conjunction with theaccompanying drawings, wherein:

FIG. 1 illustrates a diagrammatic view of an exemplary virtual reality(VR) system including an avatar reaction computing device and an imagecapturing/streaming device that outputs avatars and surroundingenvironments comprised of images and/or audio signals to a subject toobserve and change the behavior of the subject;

FIG. 2 illustrates a flow chart showing algorithmic steps performed bythe VR system, which are related to streaming avatars that are stored ina memory of the avatar reaction computing device;

FIG. 3 illustrates a flow chart showing algorithmic steps, which areperformed by the VR system and related to streaming environments inwhich the avatars are presented, wherein the environments are stored ina memory of the avatar reaction computing device;

FIG. 4 illustrates the effects of the VR experience on futureself-identification, pre- and post-VR, and 30 days later in subjects inearly recovery (n=18) from a substance use disorder for futureself-similarity (left) and future self-connectedness (right);means±standard error of mean significance indicated as **p<0.01,*p<0.05. These data show that the VR experience increases self-reportedidentification with a future version of the self.

FIG. 5 illustrates the effect of the VR experience on delaydiscounting—the relative preference for immediate versus delayedmonetary rewards—such that (A) post-VR, preference for delayed rewardsis increased, and (B) after nonlinear regression (to quantify delaytolerance), showed a doubling of the amount of delay a subject waswilling to wait to receive the reward. These data show that the VRexperience changes choice behavior, i.e., increases preference fordelayed rewards, *p<0.05.

FIG. 6 illustrates VR-induced reduction in drug craving on the day ofthe VR experience, *p<0.05.

FIG. 7 . illustrates ratings of realism and ‘presence’ from threedifferent self-report items, indicating that the experience wasplausibly realistic; and

FIG. 8 illustrates (A) how subjects who remained drug abstinent 30 dayslater (n=15) showed a significant positive response to the VRexperience, while subjects who relapsed (n=3) did not show such aresponse; (B) individual ratings shown for abstainers (solid lines) andrelapsers (dotted lines); *p<0.05, **p<0.01.

Corresponding reference numerals are used to indicate correspondingparts throughout the several views.

DETAILED DESCRIPTION

The embodiments of the present disclosure described below are notintended to be exhaustive or to limit the disclosure to the preciseforms in the following detailed description. Rather, the embodiments arechosen and described so that others skilled in the art may appreciateand understand the principles and practices of the present disclosure.

As shown in FIG. 1 , the VR system 10 may include an avatar reactioncomputing device 12, an image capturing/streaming device 14, and anexternal resource 16. The avatar reaction computing device 12 maycommunicate with the image capturing/streaming device 14 and theexternal resource 16 through a network 18. The network 18 may includeone or more private or public data networks, e.g., the Internet, thatenable the exchange of data between systems connected to the network 18.

In some embodiments, the image capturing/streaming device 14 may beembodied as a wearable headset. In some embodiments, the imagecapturing/streaming device 14 includes an image streaming deviceconfigured to output a stream of images and an image capturing deviceconfigured to capture reaction data from a subject. In some embodiments,the image streaming device and the image capturing device may bephysically separate from one another, and in other embodiments, bothcomponents may be included in the wearable headset. The image capturingdevice may be a camera, e.g., a video recording device, a brain scanningdevice, a thermal sensing device, or any other device known in the artand suitable for capturing reaction data from the subject.

The VR system 10 may also include an audio device configured to outputaudio signals. The avatar reaction computing device 12 may communicatewith the audio device through the network 18. In some embodiments, theaudio device may be included in the image capturing/streaming device 14,e.g., as a component of the wearable headset comprising the imagecapturing/streaming device 14, and in other embodiments, the audiodevice may be physically separate from one or both of the imagestreaming device and the image capturing device. It should beappreciated that one or more of the image streaming device, the audiodevice, and the image capturing device may be presented in anystructural combination known in the art, as a single device or as two ormore separate components.

The avatar reaction computing device 12 may include a processor 20, amemory 22, an input/output (I/O) interface 24, and a Human MachineInterface (HMI) 26. The avatar reaction computing device 12 may beoperatively coupled to the external resource 16 via the network 18 orI/O interface 24. External resources may include, but are not limitedto, servers, databases, mass storage devices, peripheral devices,cloud-based network services, cameras, sensors, or any other resourcethat may be used by the avatar reaction computing device 12 to implementembodiments of the invention.

The processor 20 may include one or more devices selected frommicroprocessors, micro-controllers, digital signal processors,microcomputers, central processing units, field programmable gatearrays, programmable logic devices, state machines, logic circuits,analog circuits, digital circuits, or any other devices that manipulatesignals (analog or digital) based on operational instructions that arestored in memory 22. Memory 22 may include a single memory device or aplurality of memory devices including, but not limited to, read-onlymemory (ROM), random access memory (RAM), volatile memory, non-volatilememory, static random access memory (SRAM), dynamic random access memory(DRAM), flash memory, cache memory, and/or data storage devices such asa hard drive, optical drive, tape drive, volatile or non-volatile solidstate device, or any other device capable of storing data.

The processor 20 may operate under the control of an operating system 28that resides in the memory 22. The operating system 28 may managecomputer resources so that computer program code embodied as one or morecomputer software applications, such as an application 30 residing inthe memory 22, may have instructions executed by the processor 20. Theprocessor 20 may also execute the application 30 directly, in which casethe operating system 28 may be omitted. The one or more computersoftware applications may include a running instance of an applicationcomprising a server, which may accept requests from, and provide repliesto, one or more corresponding client applications. One or more datastructures 32 may also reside in the memory 22, and may be used by theprocessor 20, operating system 28, and/or application 30 to store ormanipulate data.

The I/O interface 24 may provide a machine interface that operativelycouples the processor 20 to other devices and systems, such as theexternal resource 16 or network 18. The application 30 may thereby workcooperatively with the external resource 16 or network 18 bycommunicating via the I/O interface 24 to provide the various features,functions, applications, processes, and/or modules comprisingembodiments of the invention. The application 30 may also have programcode that is executed by one or more external resources 16, or otherwiserely on functions or signals provided by other system or networkcomponents external to the avatar reaction computing device 12. Indeed,given the nearly endless hardware and software configurations possible,embodiments of the invention may include applications that are locatedexternally to the avatar reaction computing device 12, distributed amongmultiple computers or other external resources 16, or provided bycomputing resources (hardware and software) that are provided as aservice over the network 18, such as a cloud computing service.

The HMI 26 may be operatively coupled to the processor 20 of avatarreaction computing device 12 to enable a user to interact directly withthe avatar reaction computing device 12. The HMI 26 may include video oralphanumeric streams, a touch screen, a handle-held remote, a speaker,and any other suitable audio and visual indicators capable of providingdata to the user. The HMI 26 may also include input devices and controlssuch as an alphanumeric keyboard, a touch screen, a handle-held remote,a pointing device, keypads, pushbuttons, control knobs, microphones,etc., capable of accepting commands or input from the user andtransmitting the entered input to the processor 20. The hand-held remotemay use a Bluetooth chip to wirelessly output a constant stream ofposition, acceleration, and other data to the processor 20 of the avatarreaction computing device 12, or the held-held remote may output thedata to the processor 20 in any other suitable way, and either in theform of a constant stream or non-continuous transmissions.

A database 34 may reside in the memory 22, and may be used to collectand organize data used by the various devices, systems, and modulesdescribed herein. The database 34 may include data and supporting datastructures that store and organize the data. The database 34 may bearranged with any database organization or structure including, but notlimited to, a relational database, a hierarchical database, a networkdatabase, an object-oriented database, or combinations thereof.

A database management system in the form of a computer softwareapplication executing as instructions on the processor 20 may be used toaccess data stored in records of the database 34 in response to a query,where the query may be dynamically determined and executed by theoperating system 28, other applications 30, or one or more modules.Although embodiments of the invention may be described herein usingrelational, hierarchical, network, object-oriented, or other databaseterminology in specific instances, embodiments of the invention may useany suitable database management model, and are not limited to anyparticular type of database.

The image capturing/streaming device 14, and in some embodiments, inparticular the image streaming device, may include one or more positionsensors, which determine the orientation of the image/capturingstreaming device 14. The image capturing/streaming device 14 maytransmit the determined orientation of the image capturing/streamingdevice 14 to the processor 20 of the avatar reaction computing device 12over the network 18.

As described, the image capturing/streaming device 14 may be embodied asa head-mounted device wearable by a subject. In use, the image device ofthe image capturing/streaming device 14 streams images to the subjectutilizing the image capturing/streaming device 14. The images include ofa plurality of interactive sessions. The interactive sessions eachinclude at least an avatar and an environment in which each avatar ispresented. Thus, a stream of images of one or more avatars and/or one ormore environments in which each avatar is presented to a subject isreferred to herein as an interaction, an avatar interaction, or aninteractive session.

For each interactive session, at least one of an avatar and anenvironment in which the avatar is presented includes factors orcharacteristics associated therewith, which, when streamed to a subject,cause behavioral change of the subject. These factors or characteristicsare described in greater detailed below.

Each avatar has a physical appearance based on that of the subject. Forexample, in a first interactive session, the image capturing/streamingdevice 14 streams a current-self avatar in a first virtual space. Thecurrent-self avatar is created from a plurality of images taken of thesubject prior to the subject utilizing the image capturing/streamingdevice 14. The VR system 10 may further include a second image capturingdevice, e.g., a camera, operatively coupled to the network 18 andconfigured to capture images of the subject. The second image capturingdevice may transmit the images of the subject to the avatar reactioncomputing device 12 over the network 18.

The avatar reaction computing device 12 may create a 3D virtualrepresentation of the subject, based on the transmitted images of thesubject. The 3D virtual representation of the subject is referred to asan avatar. A first avatar has a physical appearance based on that of thesubject at the present time, which may be referred to as thecurrent-self avatar. Other avatars may represent the subject at a futuretime based on predicted changes to the physical appearance of thesubject over time.

Certain characteristics or physical changes are associated with aging,e.g., gray hair, wrinkled skin, etc., and those characteristics may bestored in the memory 22 of the avatar reaction computing device 12. Thecharacteristics or physical changes may be referred to as non-substanceuse characteristics. Certain other characteristics or physical changesare associated with continued substance use over time (i.e. alcohol ordrug use), and such characteristics or physical changes may include achange in skin color, physical indicators of accelerated aging,undesired change in facial features, posture, body language, andclothing appearance. Those characteristics or physical changes may bestored in the memory 22 of the avatar reaction computing device 12.

In some embodiments, each avatar streamed to the subject includes aphysical appearance that corresponds to a different physical appearanceof the subject. For example, the avatar reaction computing device 12 maycreate a second avatar based on the images of the subject at the presenttime and based on the characteristics associated with substance usebetween the present time and a future time. The second avatar isreferred to as a continued-use avatar. In the illustrative embodiment,the future time is 15 years from the present time; however, the futuretime may be any number of years—i.e. temporal delay—as selected by anoperator of the avatar reaction computing device 12 or otherwise storedon the memory 22.

The avatar reaction computing device 12 may create a third avatar, whichis referred to as a substance-free avatar. The substance-free avatar iscreated based on the images of the subject at the present time and basedon the physical changes associated with aging of the subject to a futuretime without the occurrence of continued substance use. In theillustrative embodiment, the future time is 15 years from the presenttime; however, the future time may be any number of years as selected byan operator of the avatar reaction computing device 12 or otherwisestored on the memory 22.

The image capturing/streaming device 14 streams images of eachavatar—i.e. current-self avatar, continued-use avatar, andsubstance-free avatar—to the subject in a predetermined order to causeand/or induce behavioral change of the subject. As used herein,behavioral change is the effect on the subject indicated by measureddifferences before and after treatment with the VR experience asillustrated and described herein. As used herein, induce or inducingbehavioral change includes causation of immediate change or causation ofdelayed change in behavior as a result of the interactions presented toa subject. The term Future Reality Portal experience or VR experience isan experience output by the VR system 10 including the stream of eachavatar and/or each environment in a predetermined order as described inmore detail below. This disclosure contemplates treating a subject withany or all of the steps of the Future Reality Portal experience in oneor more predetermined arrangements, which are stored in the memory 22,to cause behavioral change of the subject.

The image capturing/streaming device 14, e.g., the image capturingdevice, captures reaction data from the subject as the subject observeseach interactive session streamed to the subject by the imagecapturing/streaming device 14. The reaction data is generated from thesubject reacting to each avatar interaction streamed to the subject. Thesubject may react to each avatar interaction in the same or differentways, the different reactions resulting in different data being capturedby the image capturing/streaming device 14. The reactions may beprompted as a result of the different physical appearances of eachavatar or the different environments in which the avatars are presented,which represent a different corresponding outcomes of the subject basedon decisions executed by the subject between the present time and thefuture time. In some embodiments, the avatar reaction computing device12 receives the captured reaction data from the imagecapturing/streaming device 14 through the network 18. In someembodiments, avatar reaction computing device 12 incorporates thereaction data into a psychological assessment of the subject based onhow the subject reacted to each avatar interaction streamed to thesubject in each interactive session. In other embodiments, the reactiondata is processed manually, and likewise, in other embodiments, thepsychological assessment of the subject is constructed manually.

Prior to the Future Reality Portal experience, the subject may beinterviewed regarding relevant personal details, some general, and somespecific to the condition to be modified, e.g., substance abuse. Thepersonal details provided by the subject may be referenced by one ormore avatars, i.e. with audio signals output by the audio device, aswill be described herein. The realism of the Future Reality Portalexperience is further magnified by multi-sensory engagement such ashaptic and olfactory engagement. For example, physical objects nearbythe subject are spatially aligned with images streamed to the subject bythe image capturing/streaming device 14. The physical object may bespatially aligned with images streamed by the image capturing/streamingdevice 14 through a calibration process. For example, the calibrationprocess may include steps performed by an operator prior to thesubject's Future Reality Portal experience.

For example, during the calibration process, the operator may move theHMI 26 or another HMI, e.g., a hand-held remote, along the physicalobject. The hand-held remote may send signals to the processor 20indicative of the location, shape, and size of the physical object.Based on the signals received from the hand-held remote, the avatarreaction computing device 12 may determine the relative position in avirtual space of an image representing the physical object. In responseto signals received from the avatar reaction computing device 12, theimage capturing/streaming device 14 streams images to the subject of thephysical object in the virtual space. The images are streamed to thesubject only in response to the image capturing/streaming device 14being positioned in an orientation or direction in which the physicalobject is actually present in reality. This haptic engagement increasesthe realism of the Future Reality Portal experience to the subject.

In addition to haptic engagement, the Future Reality Portal experiencealso includes olfactory engagement in which an odorant is administeredrepresenting a scent likely to be present in the scene streamed to thesubject in the virtual space. For example, in an embodiment in which thesubject is sitting on a bench in a grassy park, a grass-scent may beadministered. A scent-releasing device may house an odorant, which couldbe released in a context-dependent manner. Further, in some embodiments,the releasing device may be coupled to the bench. In some embodiments,the scent-releasing device may include a lid coupled to an openingmechanism of the device. The opening mechanism may be coupled to amanually operable switch or may be coupled to the avatar reactioncomputing device 12. In some embodiments, the avatar reaction computingdevice 12, may activate the opening mechanism to open the lid of thescent-releasing device, and/or engage an electric fan, when the imagecapturing/streaming device 14 streams a certain virtual reality space tothe subject, i.e. the second virtual reality space, i.e. the grassypark.

In some embodiments, each virtual reality space is associated with adifferent scent-releasing device. In some embodiments, each avatar isassociated with a different scent-releasing device.

Referring now to FIG. 2 , the method 200 illustrates steps performed bythe VR system 10. As suggested by step 202, in use, the imagecapturing/streaming device 14 initially streams a first interactivesession including a first virtual reality space, which may be referredto as the white room. In response to the image capturing/streamingdevice 14 being positioned in a predetermined orientation, the imagecapturing/streaming device 14 streams a mirror in the white room. Whilethe image capturing/streaming device 14 remains within a predeterminedthreshold of the predetermined orientation, the imagecapturing/streaming device 14 streams a first series of images of thefirst avatar as a real-time reflection of the subject. In other words,the subject sees the current-self avatar as the subject's reflection ina mirror. The subject may nod up and down and side to side, with preciseavatar mimicry, reinforcing avatar connectedness through a phenomenonknown as body transfer. It should be appreciated that, in someembodiments, the image capturing/streaming device 14 need not bepositioned in a predetermined orientation to advance the process.

As shown in FIG. 2 , during the first interactive session, afterstreaming the current-self avatar in the white room as a reflection ofthe subject, at step 204, the image capturing/streaming device 14streams the current-self avatar once again in the white room, althoughthis time, the current-self avatar is not streamed as a reflection ofthe subject. At this step in the process, the image capturing/streamingdevice 14 is also streaming the physical object in the virtual space,i.e. a first bench, as well as a second bench, which does not exist inthe physical world. The current-self avatar is streamed as sitting onthe second bench. As suggested in FIG. 2 , at step 206, the audio device15 outputs a first audio signal while the current-self avatar isstreamed as sitting on the second bench. The first audio signal maycomprise a plurality of messages that are output audibly to the subject.For example, a first message may invite the subject to sit on the firstbench. A second message may invoke personal identifiers based on thepersonal details provided by the subject and stored in the memory 22prior to the Future Reality Portal experience. A third message may urgethe subject to “choose a future” and “time travel,” e.g., 15 years, intothe future.

As suggested by FIG. 2 , at step 208, during the first interactivestreaming session, the image capturing/streaming device 14 streams twonew images, which represent options to the subject, e.g., two largecrystal balls. The audio device 15 outputs the third message while thecrystal balls are being streamed. It should be appreciated that crystalballs as used herein are exemplary representations of options selectableby the subject and may be embodied as numerous other images sufficientto represent options available to the subject.

At step 210, the image capturing/streaming device 14 streams a secondinteractive session including the continued-use avatar the in secondvirtual space, e.g., a grassy park. Step 210 may occur, in response tothe image capturing/streaming device 14 being positioned in apredetermined orientation (i.e. when the subject looks at one of thecrystal balls). In the second interactive session, the continued-useavatar is streamed as sitting on the second bench in the grassy park.The continued-use avatar may be slouched, unkempt, anddistressed-looking. It should be appreciated that, in some embodiments,the image capturing/streaming device 14 need not be positioned in apredetermined orientation to advance the process.

As suggested by FIG. 2 , at step 212, in the second interactive session,the audio device outputs a second audio signal while the continued-useavatar is streamed as sitting on the second bench in the grassy park.The second audio signal may include a message stating, e.g., that“life's important things” were lost to substance use, that the year inwhich the subject experienced the Future Reality Portal was a missedopportunity for recovery, and “don't let this happen to us.” Thismessage is based on the personal details provided by the subject andstored in the memory 22 prior to the Future Reality Portal experience.

As suggested by FIG. 2 , the after the audio device outputs the secondaudio signal, at step 214, the image capturing/streaming device 14streams an additional interactive session including the current-selfavatar in the white room on the second bench. At step 214, thecurrent-self avatar is not streamed as a reflection of the subject,i.e., the current-self is independently animated. As suggested by FIG. 2, at step 216, in the additional interactive session, the audio deviceoutputs a third audio signal while the current-self avatar is streamedas sitting on the second bench. Simultaneously, at step 218, the crystalballs, e.g., are streamed by the image capturing/streaming device 14.The third audio signal may include a message urging the subject toselect the other future—i.e. the other option.

At step 220, the image capturing/streaming device 14 streams a thirdinteractive session including the substance-free avatar in the secondvirtual space, i.e., the grassy park. In some embodiments, step 220occurs in response to the image capturing/streaming device 14 beingpositioned in a predetermined orientation (i.e. when the subject looksat the second of the two crystal balls). The substance-free avatar isstreamed as sitting on the second bench in the grassy park. Thesubstance-free avatar may appear neater, healthier, cleaner, and morepositive than the continued-use avatar appeared. It should beappreciated that, in some embodiments, the image capturing/streamingdevice 14 need not be positioned in a predetermined orientation toadvance the process.

As suggested by FIG. 2 , at step 222, in the third interactive session,the audio device outputs a fourth audio signal while the substance-freeavatar is streamed as sitting on the second bench in the grassy park.The third audio signal may include a message stating, e.g., that asubstance-free journey allowed for the realization of dreams and goals.This message is based on the personal details provided by the subjectand stored in the memory 22 prior to the Future Reality Portalexperience.

As suggested by FIG. 2 , the after the audio device outputs the fourthaudio signal, at step 224, the image capturing/streaming device 14streams a fourth interactive session including the current-self avataronce again in the white room on the second bench. At step 224, thecurrent-self avatar is not streamed as a reflection of the subject. Assuggested by FIG. 2 , at step 226, in the fourth interactive session,the audio device outputs a fifth audio signal while the current-selfavatar is streamed as sitting on the second bench. The fifth audiosignal may include a message, e.g., encouraging the subject andreinforcing continuity between present action and future outcomes.

In some embodiments, for each interactive session, the physicalappearance of each avatar may be the same; however, the environment inwhich each avatar is presented may be different. In some embodiments,the environments streamed to the subject may include differences inmaterial items desired by the subject. In some embodiments, theenvironments streamed to the subject may include differences inindicators of affluence as perceived by the subject. Certain factors orcharacteristics are associated with affluence, e.g., the cleanliness,newness, and type material used to construct surrounding objects. Suchindicators of affluence may be stored in the memory 22 of the avatarreaction computing device 12. Further, during the interview regardingrelevant personal details of the subject, the subject may indicatecertain desired material items, e.g., a boat or a new car. Such materialitems may be stored in the memory 22 of the avatar reaction computingdevice 12. Positive versions (or in some instances, mere presence) ofthe indicators of affluence and the desired material items may bereferred to as non-substance use characteristics of the environment inwhich each avatar is presented. Negative versions (or in some instances,utter lack) of indicators of affluence and the desired material itemsmay be referred to as substance use characteristics of the environmentin which each avatar is presented.

The subject's current environment may be described as an environmentthat includes the indicators of affluence and the desired material itemsthat the subject currently possesses. A continued-use environment and asubstance-free environment each represent different correspondingoutcomes of the subject based on decisions executed by the subjectbetween the present time and the future time. For example, thecontinued-use environment represents the indicators of affluence and thedesired material items associated with the subject with continuedsubstance use from the present time to a future time, and thesubstance-free environment represents the indicators of affluence andthe desired material items associated with the subject with no substanceuse from the present time to a future time.

Thus, in some embodiments, the image capturing/streaming device 14streams images of each environment—i.e. a current environment, acontinued-use environment, and a substance-free environment—to thesubject in a predetermined order to cause and/or induce behavioralchange of the subject. This disclosure contemplates treating a subjectwith any or all of the steps shown in method 300 of the Future RealityPortal experience in one or more predetermined arrangements to causebehavioral change of the subject. Such steps are stored in the memory22. The steps of the method 300 are generally the same as the steps ofthe method 200 except that the different physical appearances of theavatars are replaced with different environments in which the avatarsare presented.

In some embodiments, for each interactive session, thecapturing/streaming device 14 may stream different physical appearancesof avatars and different environments in which each avatar is presentedsimultaneously. Thus, any number of different characteristics of avatarsand/or of environments each associated with substance or alcohol use ornon-use may be streamed to the subject to cause behavioral change of thesubject when observed by the subject in a Future Reality Portalexperience.

While the image streaming device is streaming each interactive session,the image capturing device, is capturing reaction data from the subjectas the subject observes each interactive session. In some embodiments,the avatar reaction computing device 12 receives the captured reactiondata from the image capturing/streaming device 14 through the network18. In some embodiments, avatar reaction computing device 12incorporates the reaction data into a psychological assessment of thesubject based on how the subject reacted to each avatar interactionstreamed to the subject in each interactive session.

The Future Reality Portal experience has been shown in studies to besuccessful in addressing a critical need for increasing futureorientation (as measured by behavior change) by interacting withrepresentations of one's future-self to establish continuity betweenpresent action and future outcomes. Relapse rates for alcohol andsubstance use disorders remain high and leads to serious consequencesand costs. Substance use disorder is largely characterized by impairmentof delaying gratification. An immersive virtual reality intervention,presented in the manner described herein, increases (i.e., directsattention toward) the future orientation in early recovery participants,which are also referred to herein as subjects. This intervention aims toincrease valuation of non-drug/alcohol future rewards by presentingpersonalized healthy rewards and outcomes. The effects of the VRintervention on delay-of-reward with the delay discounting task (DD) hasbeen assessed and is described herein. The effect of future and presentcues on brain activation during delay discounting has also beendetermined with functional magnetic resonance imaging (fMRI).

In a pilot study represented by FIGS. 4-8 , subjects' brain responses tovisual portrayals of the VR experience were tested, both during anintrospective state and during task. The introspective state wasmeasured while subjects viewed a video of the future self on the virtualpark bench, without any interaction, compared to a control condition ofjust the park bench with no avatar. While viewing the future self,functional connectivity was increased between the posterior cingulatecortex and the dorsolateral prefrontal cortex. During fMRI thatpresented a task, where subjects performed delay discounting in the MRIscanner while seeing images of their future self and present selfavatars, the future self increased activation of the posterior cingulatecortex and precuneus (fMRI data results significant at p<0.005, clustersize=40 voxels). Together, these results demonstrate that the VRexperience increases introspective-executive network brain activation at‘rest’, and increases introspective-prospective region activation duringintertemporal decision-making.

These findings demonstrate paradigm feasibility and behavioral efficacyof using immersive virtual reality to enhance future orientation (e.g.,valuation and focus on future outcomes) in recovering participants. Thestudy implicates precuneus activation in episodic and future-self mentalimagery. Together, these preliminary data suggest a critical role of theposterior cingulate cortex and precuneus in modulating choice whenconsidering future rewards.

While the disclosure has been illustrated and described in detail in thedrawings and foregoing description, such illustration and description isto be considered as exemplary and not restrictive in character, it beingunderstood that illustrative embodiment(s) have been shown and describedand that all changes and modifications that come within the spirit ofthe disclosure are initial to be protected. It will be noted thatalternative embodiments of the present disclosure may not include all ofthe features described yet still benefit from at least some of theadvantages of such features. Those of ordinary skill in the art mayreadily devise their own implementations that incorporate one or more ofthe features of the present disclosure and fall within the spirit andscope of the present invention as defined by the appended claims.

What is claimed is:
 1. A behavioral change observation system forinducing a behavioral change of a subject generated via a plurality ofvirtual reality interactions with a plurality of avatars, the systemcomprising: an image capturing/streaming device configured to capture areaction of the subject as the subject is responding to each interactivesession that is streamed to the subject; one or more processors incommunication with the image capturing/streaming device; and a memory incommunication with the one or more processors and storing program codethat, when executed by at least one of the one or more processors,causes the system to: stream to the subject utilizing the imagecapturing/streaming device a plurality of interactive sessions with eachinteractive session that is streamed including an interaction with anavatar from a plurality of interactions with avatars and an environmentin which each avatar is presented in from a plurality of environments inwhich each avatar is presented in, wherein at least one of: (i) aphysical appearance of each avatar and (ii) the environment that eachavatar is presented in corresponds to an outcome of the subject based ondecisions executed by the subject between a present time and a futuretime.
 2. The system of claim 1, wherein the one or more processors isfurther configured to cause the system to: capture reaction data fromthe subject as the subject observes each interactive session streamed tothe subject, wherein the reaction data is generated from the subjectreacting to each avatar interaction streamed to the subject, andincorporate the reaction data into a psychological assessment of thesubject based on how the subject reacted to each avatar interactionstreamed to the subject in each interactive session.
 3. The system ofclaim 1, wherein each environment in which each avatar is presented inincludes differences in at least one of: (i) material items desired bythe subject and (ii) general indicators of affluence.
 4. The system ofclaim 1, wherein each avatar streamed to the subject includes a physicalappearance that corresponds to a different physical appearance of thesubject.
 5. The system of claim 4, wherein the one or more processors isfurther configured to cause the system to: stream a first interactivesession that includes a first avatar interaction with a first avatarhaving a physical appearance based on a current physical appearance ofthe subject; and stream at least one additional interactive session thatincludes at least one additional avatar interaction with at least oneadditional avatar that has an aged physical appearance that isassociated with aging of the subject to the future time.
 6. The systemof claim 5, wherein the at least one additional interactive sessionincludes: a second avatar interaction with a second avatar that has anaged substance use physical appearance based on characteristicsassociated with substance use by the subject between the present timeand the future time; and a third avatar interaction with a third avatarthat has an aged non-substance use physical appearance based oncharacteristics associated with a substance free existence of thesubject between the present time and the future time.
 7. The system ofclaim 6, wherein the at least one processor is further configured to:stream the first interactive session including the first avatar in afirst virtual space, followed by the stream of the second interactivesession including the second avatar in a second virtual space, followedby the stream of the third interactive session including the thirdavatar in the second virtual space.
 8. The system of claim 7, whereinthe at least one processor is further configured to: stream a firstseries of images of the first avatar in the first virtual space as areal-time reflection of the subject during the first interactive sessionof the first avatar interaction; and stream, subsequently, a secondseries of images of the first avatar in the first virtual space wherebythe first avatar is not streamed as a reflection of the subject duringthe second interactive session.
 9. The system of claim 8, wherein the atleast one processor is further configured to: identify that the imagecapturing/streaming device is positioned in a first orientation; andstream the second series of images of the first avatar in response toidentifying that the image capturing/streaming device is positioned inthe first orientation during the first interactive session.
 10. Thesystem of claim 7, wherein the at least one processor is furtherconfigured to: output a first audio signal from an audio device includedin the image capturing/streaming device when the image of the firstavatar is streamed in the first virtual space. output a second audiosignal from the audio device when the image of the second avatar isstreamed in the second virtual space; and output a third audio signalfrom the audio device when the image of the third avatar is streamed inthe second virtual space.
 11. The system of claim 10, wherein the atleast one processor is further configured to: stream additional imagesincluding the first avatar in the first virtual space during a fourthinteractive session subsequent to streaming images including the thirdavatar in the second virtual space during the third interactive session;and output a fourth audio signal from the audio device when the image ofthe first avatar is streamed during the fourth interactive session. 12.The system of claim 7, wherein the at least one processor is furtherconfigured to: identify that the image capturing/streaming device ispositioned in a second orientation during the first interactive session;identify that the image capturing/streaming device is positioned in athird orientation during an additional interactive session; streamimages including the second avatar in the second virtual space duringthe second interactive session in response to identifying that the imagecapturing/streaming device is positioned in the second orientationduring the first interactive session; and stream images including thethird avatar in the second virtual space during the third interactivesession in response to identifying that the image capturing/streamingdevice is positioned in the third orientation during the additionalinteractive session.
 13. A method for inducing a behavioral change of asubject generated via a plurality of virtual reality interactions with aplurality of avatars, the method comprising: streaming to the subjectutilizing an image capturing/streaming device a plurality of interactivesessions with each interactive session that is streamed including aninteraction with an avatar from a plurality of interactions with avatarsand an environment in which each avatar is presented in from a pluralityof environments in which each avatar is presented in, wherein at leastone of: (i) a physical appearance of each avatar and (ii) theenvironment in which each avatar is presented in corresponds todifferent outcomes of the subject based on decisions executed by thesubject between a present time and a future time, wherein theenvironment in which each avatar is presented is based on at least oneof material items desired by the subject and general indicators ofaffluence.
 14. The method of claim 13, wherein streaming images to asubject utilizing an image capturing/streaming device further includes:capturing reaction data from the subject as the subject observes eachinteractive session streamed to the subject, wherein the reaction datais generated from the subject reacting to each avatar interactionstreamed to the subject including each avatar and each correspondingphysical appearance of each avatar, and incorporating the reaction datainto a psychological assessment of the subject based on how the subjectreacted to each avatar interaction streamed to the subject in eachinteractive session.
 15. The method of claim 13, wherein streamingimages to a subject utilizing an image capturing/streaming devicefurther includes: streaming a first interactive session that includes afirst avatar interaction with a first avatar having a physicalappearance based on a current physical appearance of the subject; andstreaming at least one additional interactive session that includes atleast one additional avatar interaction with at least one additionalavatar that has an aged physical appearance that is associated withaging of the subject to the future time.
 16. The method of claim 15,wherein streaming at least one additional interactive session thatincludes at least one additional avatar interaction with at least oneadditional avatar includes: streaming a second avatar interaction with asecond avatar that has an aged substance use physical appearance basedon characteristics associated with substance use by the subject betweenthe present time and the future time; and streaming a third avatarinteraction with a third avatar that has an aged non-substance usephysical appearance based on characteristics associated with a substancefree existence of the subject between the present time and the futuretime.
 17. The method of claim 16, wherein streaming images to a subjectutilizing an image capturing/streaming device further includes:streaming the first interactive session including the first avatar in afirst virtual space, followed by streaming the second interactivesession including the second avatar in a second virtual space, followedby streaming the third interactive session including the third avatar inthe second virtual space.
 18. The method of claim 17, wherein streamingimages to a subject utilizing an image capturing/streaming devicefurther includes: streaming a first series of images of the first avatarin the first virtual space as a real-time reflection of the subjectduring the first interactive session of the first avatar interaction;and streaming, subsequently, a second series of images of the firstavatar in the first virtual space whereby the first avatar is notstreamed as a reflection of the subject during the second interactivesession.
 19. The method of claim 18, further comprising: identifyingthat the image capturing/streaming device is positioned in a firstorientation; and wherein streaming images to a subject utilizing animage capturing/streaming device further includes: streaming the secondseries of images of the first avatar in response to identifying that theimage capturing/ streaming device is positioned in the firstorientation.
 20. The method of claim 17; further comprising: identifyingthat the image capturing/streaming device is positioned in a secondorientation during the first interactive session; identifying that theimage capturing/streaming device is positioned in a third orientationduring an additional interactive session; and wherein streaming imagesincluding the second avatar in the second virtual space includes doingso in response to identifying that the image capturing/streaming deviceis positioned in the second orientation during the first interactivesession; and wherein streaming images including the third avatar in thesecond virtual space includes doing so in response to identifying thatthe image capturing/streaming device is positioned in the thirdorientation during the additional interactive session.